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Great to see that the devs have left this game so wide open for modders (may be its saving grace). Hopefully the ai ships physics and the sea state can also be altered to give larger waves etc? Particularly as the latest video (surface combat) made everything look very much "on rails".
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It is relatively easy to adjust the waves but to make them nicer takes some work.
Here is a results of changes in some parameters to make quick and dirty adjustments and larger waves. http://img199.imageshack.us/img199/8...gerwaves01.jpg http://img30.imageshack.us/img30/107...gerwaves02.jpg http://img30.imageshack.us/img30/237...gerwaves03.jpg However, PT-boats do not take well at all those waves. For stormy weather, more foam/white caps are needed. Not clear whether it is possible to get that. |
Thanks a lot for that Sergbuto :up:, there does seem to be quite a lot of variables at play in terms of seastate & boat physics it will be interesting to see what happens to this sim in the future once you guys really sink your modding teeth in to it. The forthcoming addon looks promising too with the addition of minefields and torpedo bombers, I hope the ball keeps rolling on this one for a while and we get further expansions including the Pacific which would certainly help sales stateside.
I do find it strange that they didn't add more coastline into the game, it really only shows up halfway through the fourth campaign, and even my old system manages it quite well, so I don't think it was a performance issue. Perhaps they just didn't see the importance of land in a sea game. |
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I have taken a closer look at the 3D model format the game uses (.CW files). I've positively identified the mesh verticies and corresponding to them texture coordinates and faces. With some more efforts the format can be fully decoded.
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Here is a 3D model decoded and extracted from the Box.cw file in GameData\GROUPS\ directory. The original 3D file seemed to be in .X format before coding by devs.
http://img163.imageshack.us/img163/2350/boxptboats.jpg |
From playing with scripts of mission files, it seems it is relatevily easy to randomize many aspects of the game, such as weather, units, unit routes, etc.
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Hi, can you post links to these mods?thx.:)
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The mods and tweaks were done out of curiousity and as tests on moddability of the game. They were not meant for download. None of them is in finished form.
Most of the things you should be able to do yourself by non-complex editing of text files. You'll probably need some pointers though but only in the beginning. |
Can you give us some pointers? for playable u-boot
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Well, the easiest way to do that is to use a trick I have described in the other thread
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If I remember correctly, you would need to make some changes in the corresponding mission file as well. Say, replace the line GTBoat1 = NavalObject ( 's26', RelationType.Friend, ObjectType.TorpedoBoat ) with GTBoat1 = Submarine ( 'U995', RelationType.Friend, ObjectType.TorpedoBoat ) On the other hand, the proper way to do that is to modify script files. F.e. I have made changes in the SCRIPTS\common\input.py which allow for an access to the AA guns on any type of ships and in this case no modifications of def.html are any longer required. |
Thank you sergbuto:salute:
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Am I the only one lusting for playable Admiral Hipper? :arrgh!:
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The mission maps in PT boats are too small for proper WW2-cruiser battles. On the other hand, this game engine shows good fit for the WW1 naval simulator. If Devs decide to release a 3D-model importer (under discussion at the moment), the WW1 stuff may be available some day.
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